Hi everybody, this is a mod made for the latest Gigantus version to this date (01/31/2013). Also a fair warning, this mod is not fully ready yet, it sure has some quirks here and there and some things that need polishing but as it's not something that radically change the game I'm pretty sure it's safe and stable.
What it does? It's pretty simple.
-For starters, all factions start with more units, most buildings already done and several watchtowers to make your life a bit easier. Every faction (that can) already has merchants on all the resources in their starting lands. Basically I pre-made most of the stuff that you would end up doing at the start of the game anyway and could be considered by some as a simply waste of time. I tried to make every faction making a profit right from the bat (not possible for all). To achieve this objective I made a few of units have free upkeep (a Border Princes one and a coupe from the empire that I remember off). All of this is to allow you to start kicking some rears from the begging without the need to worry about developing your starting towns so much.
-Secondly I modified (lowered) the prices of most ork units in order to make them playable without going to bankruptcy while allowing you to have huge hordes of fun and WAAAGGHHH. I'm not an ork fan but sure some people here are. Also for the antifans of the orks, there's more ork meat to grind! Oh and the WAAGGHH banners now give you more recruitment slots, as should be logical.
-Thirdly I made the gunsmith (cannon_foundry_1 or cannon buildings level 1) necessary for all units like hand gunners and pistoliers, and now the cannon maker is the minimum needed for making cannons (which make much more sense). Accordingly the gunsmith is cheaper and faster to build but the cannon maker is slower and expensive to build.
-Fourthly, I made some traits and ancillaries for merchants, spies and assassins. Those characters where greatly neglected on vanilla and where really hard to train up. Now if a spy spends a turn on a city with an university it has a good chance of getting something cool like a telescope, while assassins on a city with a gunsmith can get a pistol and stuff like that. Also I made diplomats recruitable again for most factions, accordingly I disabled the script that gave you diplomats. Also I increased the max quantity of agents every level of markets and such buildings allow. Oh now allied merchants can't buy each other deals.
-Fifthly I employed the better pikes mod, by Valiant Champion! All hail him!
-Sixthly, I disabled the flying banners over the units (I find them distracting, plus the mod already have some badass units holding banners) and made the game run in a windowed mode at a resolution of 1680x1050 (that's my resolution). Why of this? That way you can Alt+Tab while the game is running and it will smothly go from and to the game, without the need of any loading screens, this will allow you for example to browse the internet after you press the end-turn button and the game is processing the other factions turns. If you have a different resolution all you need is to open the Configuration.cfg file with notepad and under [video], where it says campaign_resolution = 1680 1050 and battle_resolution = 1680 1050 change it for whatever resolution you have. It should look something like this:
Spoiler Alert, click show to read:
-Seventhly: I integrated this great, great mod Re-skinned settlements HQ by the hand of the great Kahvipannu, all hails to him too!!!
-Also I think, don't believe me, that I made the rebels a little more feisty.
-Lastly I put back again the "small" maps both on the faction selection and the campaign map that somehow gives a better perspective (with the larger, stretched maps the models look somehow squat, at least on mi screen).
This is mostly a mod I made to suit my tastes and I uploaded here to have a back up of it. However if anyone want something else, well you can put it here and I could try to do it. Needeless to say, I accept both constructive praise and critics alike,
- Final work released:
-Corrected the darn "posledovaelyami chaos" text that by some reason was driving me crazy and some other texts too.
-Made Night Goblins playable again, they got the same treatment everyone else (all buildings possible already built, merchants in place, watchtowers and whatnot)
-Implemented textures and battlefield buildings by the GREAT Kahvipannu.
-Fixed an error with the dark eldar assassin traits at the start of the game.
-Pampered Wisseland a bit too much.
-Made Nuln Pikemen recruitable by Wisseland too, instead of depending on the mercenary camp.
-Made Ork hulks buildable from the chaos shipwright just in case a ork player captures a town with one so it's not forced to demolish it and build a chaos port in order to make ships.
-Changed jeweler workshop and fishing settlement effects so they don't benefit all the factions (like Orks for example)
-Spawned armies now don't teleport. They walk as they should be, son you can effectively block them. I mostly tested this on the Grimgor Ironhide invasion around turn 64, I works reasonably well, just don't expect the invasion force to survive 100% of the time, however even if just one stack it left from it, it will keep pushing towards Nuln. They still spawn where they used to, so don't be surprised if they still spawn next to you.
-Other things I probably don't remember.
Download it here
EDIT: Patch for the Grimgor thingy. I think. I uploaded, unrar and paste the export_vnvs.txt on the Medieval II Total War\mods\Rage_of_dark_Gods\Data\Text folder. I uploaded in .rar because for some reason the site didn't allowed me to uploaded in txt directly. Sorry for the delay, I was freaking busy this week.